I have to say I'm so disappointed in the dungeon and epic content. I'll keep this short because I'm just so done with it... Raising difficulty by spawning waves of adds is the absolute laziest approach to dungeon boss encounters I've ever heard of...
I've been in foundry's that have 10 times more thought into them than these dungeons. Difficulty which includes more than waves of spawns, includes the environments and traps, spawns with intent and not mass, areas that allow the characters to use the environment. What you would expect from the origin of this game.
Perhaps the dungeon developer should have been limited like the foundry develoerps were without "boss mechanic" code so they would have had to be more imaginative.
Really? I think most of the game's content is incredibly easy(though you're pointing our the laziness and artificial-ness of the difficulty). I never struggled with any of it, from level 1-40 was an absolute snooze. With a decent party the game will play itself until end game and even then clerics turn the game into mega-easy mode. Bosses are far too easy to control most of the time and their attacks aren't fast enough or dangerous enough to be a problem. The devs should really look at Dragon Nest or Vindictus for boss design(in that you really can't stay still for very long in either game has mobs will overwhelm you and bosses will destroy you), or change how some of the classes work because at the moment clerics turn every boss encounter into a quick trump to victory and bosses aren't nearly violent enough and usually don't move enough to even threaten anyone who hangs around in the back.
Really? I think most of the game's content is incredibly easy(though you're pointing our the laziness and artificial-ness of the difficulty). I never struggled with any of it, from level 1-40 was an absolute snooze. With a decent party the game will play itself until end game and even then clerics turn the game into mega-easy mode. Bosses are far too easy to control most of the time and their attacks aren't fast enough or dangerous enough to be a problem. The devs should really look at Dragon Nest or Vindictus for boss design(in that you really can't stay still for very long in either game has mobs will overwhelm you and bosses will destroy you), or change how some of the classes work because at the moment clerics turn every boss encounter into a quick trump to victory and bosses aren't nearly violent enough and usually don't move enough to even threaten anyone who hangs around in the back.
I suppose at some point a boss or two had to summon difficult adds.
But of course the mechanics are lazy, they can't bank off mechanics. They only profit from what drops off the bosses and when someone buys Zen and converts it to AD to buy said drops.
I'll agree with you that these bosses are pretty difficult, but every boss is basically the same thing, the only difference between the harder bosses and the easier bosses is pretty much the number.
I'll agree with you these bosses are harder, a good cleric still makes them much MUCH easier. There was a topic a while back talking about how easy the game gets with a cleric and how the cleric as an offensive healer pretty much ruins the game's balance and I partially agree with it. If Mad Dragon is supposed to be dangerous then I just didn't feel it because my cleric was at my back 110% of the time and I was at his when he needed it.
edit: To make things even clearer I'm not saying that the cleric should be changed, I'm saying the game's enemies need to act much different. Threat generation is good and all but it's too easy to manipulate threat and bosses big clearing attacks are way to easy to deal with. Vindictus, for example, has bosses that move extremely fast and give you very little time to react to their attacks making clinch timing important. It also keeps the more support-y class of Vindictus on its toes as the boss could instantly charge them at any time. Dragon Nest is like this too, as is Raiderz. In an action game it should be a sin to ever give anyone the chance to just move out of combat and not feel threatened.
To everybody who says the game is too easy, try playing a Guardian solo. At level 20 I simply had to stop playing her, because the game was just too hard for me.
To everybody who says the game is too easy, try playing a Guardian solo. At level 20 I simply had to stop playing her, because the game was just too hard for me.
The game isn't meant to be played alone nor is it balanced for such.
Quick leveling via dungeons is what I was getting at
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cruegarMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 7Arc User
edited May 2013
Tonight me and my guild took down the Mad Dragon twice ,though it wasn't easy ,but it was still very fun. We need more bosses like this.:cool: I play a Guardian which I mostly solo and its not hard at all just a little slow. I also seem to keep aggro very well when doing dungeon runs in pugs or with guild.
Minsc the ranger and his Space hamster Boo, most famous quotes:
"Go for the eyes Boo!!! Go for the eyes !!"
"Make way Evil ! I'm armed to the teeth and packing a hamster!"
"A den of stinking evil. Cover your nose Boo! We will leave no crevice untouched!"
"When the going gets tough, someone hold my rodent!"
" I need aid soon, lest my hamster become an orphan."
never had a issue with my guardian, I have a cleric companion and it manages to keep me healed for the most part, try changing your gear up play style.... just my two cents
I can't make a new post so I will throw my opinion into the void here.
The difficulty of L30+ dungeons are INSANELY difficult. I'm a 41 DC in Grey Wolf and getting absolutely slaughtered by adds. After half a dozen wipes I just call it and leave. This is in every single dungeon I've been in. I managed to finish Mad Dragon once, but only because I had Stones of Health, which you can't expect people to have in the future.
It may very well be that people don't know how to play their class and are causing the party to wipe. For that reason it might be better to make it easier at first. The boss fights are extremely long too, the same duration of raids in other MMO's, which is too much for just a dungeon crawl.
To everybody who says the game is too easy, try playing a Guardian solo. At level 20 I simply had to stop playing her, because the game was just too hard for me.
I never really had any trouble with my GF up until lvl 51 (which is as far as I've gone yet).
I am specced as a full tank, in PvE things are kinda slow, but my health never dropps below 50 and recharges thanks to my amazing Regeneration (I boycott the cleric companion market btw), and in Dungeons I have always kept aggro, without being dangerously low on hp.
EDIT: I am soloing PvE obviously, otherwise my response would be invalid.
It really is too easy. The only time it gets kind of challenging is in dungeon runs when everyone decides the DC can have all the adds while focusing on the boss. Then they get mad that I didn't heal them because I was too worried about the 50 adds after me to focus on them.
What they really need to do is change up boss mechanics, not just more difficulty = more adds.
Awful dungeons and bossfights, it's sooo painful to play... and unfun. Dunno really what they can do, by the time they balanced it and fixed everything.. i will be a very old man.. and even more angry at the game
The game isn't meant to be played alone nor is it balanced for such.
Have you seen that loading screen that says the quest content is designed to be playable by a single player + companion, while dungeons & skirmishes require a party?
(That said, some of the lv59-60 stuff is a bit on the rough side solo. Like the Mindflayer Mastermind + 2x Scourge + 2-3x Ustilagor groups in the Upper Vault. And the Illithid Enclave & Nowhere To Hide quest instances. Probably more reasonable if your companion isn't stuck at lv15.)
I hated soloing to 60 with the cleric. That for me is a good reason NOT to roll anything else. Plus you have a limited char slot. So IF Cryptic gets it together and comes out with more "interesting AD&D classes" people willw ant to use their slots for that and not whats currently on the table.
I haven't failed a single epic dungeon yet, only ones I haven't done are Epic CN and Karrundaraxxx or whatever his name is... Some have been cake walks (the tier 1 epics), the Teir 2 has been tougher, Mad Dragon was a pain but did it, even managed to 4 man Epic Throne of Idris...
I will say this... Adds are not the problem, just a distraction for the most part. Only adds you should ever worry about, as been my experience are healing mob adds.
I am no expert but this has been my experience thus far, they are annoying, and they can give you a start, but its been doable.
Endless waves of adds are pretty much a cryptic trademark. I made this ages ago for Star Trek Online, and it still pretty much holds for neverwinter:
Their dungeon design is, for a lack of better words, mediocre at best. At least it is no longer as bad as it was in Champions Online and Star Trek Online where it was literally just the exact same pack of trash mobs copy and pasted ad nausea until you finally got to a boss that either:
A) Hit ridiculously hard, forcing you to kite instead of tank. Spawned more adds than you could feasibly fit into a bag of holding.
At least now the trash packs are slightly more varied and broken up by very easy tank and spank minibosses before you get to the boss with a billion adds.
As cleric I stopped doing dungeons. Despite full T2 suit and 2k stone the only doable dungeon for me was Karr-whatever - and only with +1 cleric in group.
Going to check dungeons again in 3-6 months. Unless I'll stay in Rift.
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bpphantomMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
At least now the trash packs are slightly more varied and broken up by very easy tank and spank minibosses before you get to the boss with a billion adds.
True. Now the adds can be hordes of minibosses.
- bpphantom
Grace, Tiefling Devoted Cleric
"Do what you can, with what you have, where you are. Then leave the rest to Batman."
As cleric I stopped doing dungeons. Despite full T2 suit and 2k stone the only doable dungeon for me was Karr-whatever - and only with +1 cleric in group.
Going to check dungeons again in 3-6 months. Unless I'll stay in Rift.
Double cleric is hardly needed, people overvalue it far too much. Double wizard trivializes content far more than double cleric, simply because you can pile onto the boss and all the adds will be sucked into oblivion by all the aoe control that is no doubt coming their way when they go for the healer.
Comments
Snooze?
Mad Dragon?
Grey Wolf?
I suppose at some point a boss or two had to summon difficult adds.
But of course the mechanics are lazy, they can't bank off mechanics. They only profit from what drops off the bosses and when someone buys Zen and converts it to AD to buy said drops.
I'll agree with you that these bosses are pretty difficult, but every boss is basically the same thing, the only difference between the harder bosses and the easier bosses is pretty much the number.
I'll agree with you these bosses are harder, a good cleric still makes them much MUCH easier. There was a topic a while back talking about how easy the game gets with a cleric and how the cleric as an offensive healer pretty much ruins the game's balance and I partially agree with it. If Mad Dragon is supposed to be dangerous then I just didn't feel it because my cleric was at my back 110% of the time and I was at his when he needed it.
edit: To make things even clearer I'm not saying that the cleric should be changed, I'm saying the game's enemies need to act much different. Threat generation is good and all but it's too easy to manipulate threat and bosses big clearing attacks are way to easy to deal with. Vindictus, for example, has bosses that move extremely fast and give you very little time to react to their attacks making clinch timing important. It also keeps the more support-y class of Vindictus on its toes as the boss could instantly charge them at any time. Dragon Nest is like this too, as is Raiderz. In an action game it should be a sin to ever give anyone the chance to just move out of combat and not feel threatened.
The game isn't meant to be played alone nor is it balanced for such.
that's not true . The devs said leveling up and story quest is soloable . Dungeons need a group .
"Go for the eyes Boo!!! Go for the eyes !!"
"Make way Evil ! I'm armed to the teeth and packing a hamster!"
"A den of stinking evil. Cover your nose Boo! We will leave no crevice untouched!"
"When the going gets tough, someone hold my rodent!"
" I need aid soon, lest my hamster become an orphan."
The difficulty of L30+ dungeons are INSANELY difficult. I'm a 41 DC in Grey Wolf and getting absolutely slaughtered by adds. After half a dozen wipes I just call it and leave. This is in every single dungeon I've been in. I managed to finish Mad Dragon once, but only because I had Stones of Health, which you can't expect people to have in the future.
It may very well be that people don't know how to play their class and are causing the party to wipe. For that reason it might be better to make it easier at first. The boss fights are extremely long too, the same duration of raids in other MMO's, which is too much for just a dungeon crawl.
I never really had any trouble with my GF up until lvl 51 (which is as far as I've gone yet).
I am specced as a full tank, in PvE things are kinda slow, but my health never dropps below 50 and recharges thanks to my amazing Regeneration (I boycott the cleric companion market btw), and in Dungeons I have always kept aggro, without being dangerously low on hp.
EDIT: I am soloing PvE obviously, otherwise my response would be invalid.
What they really need to do is change up boss mechanics, not just more difficulty = more adds.
Have you seen that loading screen that says the quest content is designed to be playable by a single player + companion, while dungeons & skirmishes require a party?
(That said, some of the lv59-60 stuff is a bit on the rough side solo. Like the Mindflayer Mastermind + 2x Scourge + 2-3x Ustilagor groups in the Upper Vault. And the Illithid Enclave & Nowhere To Hide quest instances. Probably more reasonable if your companion isn't stuck at lv15.)
With a companion.
this game is easy as pie, seriously, at least questing is.
I will say this... Adds are not the problem, just a distraction for the most part. Only adds you should ever worry about, as been my experience are healing mob adds.
I am no expert but this has been my experience thus far, they are annoying, and they can give you a start, but its been doable.
Their dungeon design is, for a lack of better words, mediocre at best. At least it is no longer as bad as it was in Champions Online and Star Trek Online where it was literally just the exact same pack of trash mobs copy and pasted ad nausea until you finally got to a boss that either:
A) Hit ridiculously hard, forcing you to kite instead of tank.
Spawned more adds than you could feasibly fit into a bag of holding.
At least now the trash packs are slightly more varied and broken up by very easy tank and spank minibosses before you get to the boss with a billion adds.
Going to check dungeons again in 3-6 months. Unless I'll stay in Rift.
True. Now the adds can be hordes of minibosses.
Grace, Tiefling Devoted Cleric
"Do what you can, with what you have, where you are. Then leave the rest to Batman."
Double cleric is hardly needed, people overvalue it far too much. Double wizard trivializes content far more than double cleric, simply because you can pile onto the boss and all the adds will be sucked into oblivion by all the aoe control that is no doubt coming their way when they go for the healer.